Guadalcanal 42
Posted: Fri Jan 04, 2008 12:08 pm
While pretending to work, and while waiting for PBEM turns, I, at last, had to surrender and buy AT. Being a TOAW addict since the I time, I was somewhat sceptic to AT, but the AAR section of the forum convinced me. After a couple of days of try outs (Given a few of them still being intoxicated from the New Year's Eve party), I have to say this is a game with great potential! The editor is what makes it truly great, and the flexibilities are almost endless. I also fell desperately in love (GF being jealous of the wargame competition already pre-AT[;)]) with the mapmaking capabilities!
I'm currently trying to build a one-day per turn scenario on the Guadalcanal campaign. I think I have most of the OOB done reasonably correct given the generic equipment in the stock game. Have managed to write a range of events controlling the arrival of the units roughly when they historically arrived, and I also have the Tokyo Express done, as well as supplies arriving for the US (Supplies definitely not in balance yet!) and I am contemplating if I should do the naval action as events or actually having the units in-game. I guess I'll start with events and expand the scope of the scenario as it comes along.
Finally I got to testing the NATO counter mod, and what a difference that made even if it's just appearance! If anyone feels like adding to this very small project, let me know. Ideally, I'm looking at doing the following with this one:
Finally, I'm attaching a screenshot of the starting positions in the scenario which is supposed to be August 18, some nine days after the US landings and the capture of Lunga/Henderson Airfield. It is also the day of the arrival of the first Japanese reinforcements (5th SNLF in the west, and the unfortunate Ichiki Detachment to the east).
Send a PM, or respond in this thread if you are interested in taking part....

I'm currently trying to build a one-day per turn scenario on the Guadalcanal campaign. I think I have most of the OOB done reasonably correct given the generic equipment in the stock game. Have managed to write a range of events controlling the arrival of the units roughly when they historically arrived, and I also have the Tokyo Express done, as well as supplies arriving for the US (Supplies definitely not in balance yet!) and I am contemplating if I should do the naval action as events or actually having the units in-game. I guess I'll start with events and expand the scope of the scenario as it comes along.
Finally I got to testing the NATO counter mod, and what a difference that made even if it's just appearance! If anyone feels like adding to this very small project, let me know. Ideally, I'm looking at doing the following with this one:
- Playtesting and tuning supplies, reinforcement levels and OOB
- Naval units as historically accurate as possible (This would eliminate a few events like the naval shelling of the Lunga/Henderson airfield)
- Japanese Air units flying out of Rabaul (Currently only US air units are included which won't work in the long run)
- Jungle terrain
- Tweaking of experience and morale to reflect the difference between the two forces
- Additional events, like opening messages to both players, proper victory messages and more
- More graphics added to events, and also for the Japanese SF Types
- Whatever else to make this an interesting scenario to play.....
Finally, I'm attaching a screenshot of the starting positions in the scenario which is supposed to be August 18, some nine days after the US landings and the capture of Lunga/Henderson Airfield. It is also the day of the arrival of the first Japanese reinforcements (5th SNLF in the west, and the unfortunate Ichiki Detachment to the east).
Send a PM, or respond in this thread if you are interested in taking part....

